National Repository of Grey Literature 137 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Adaptive Plot Generation in Role-Playing Game
Vymazal, Jiří ; Grochol, David (referee) ; Hrbáček, Radek (advisor)
Generating a story, while trying to preserve at least some qualities of author-written narrative is a complex issue. In this thesis several currently existing systems and approaches are discussed. Then, a solution based on evolutionary computation is presented, and its traits shown on small-scale proof-of-concept scenario. Finally, this approach is compared againist existing solutions.
Virtual World
Kováč, Robert ; Heriban, Pavel (referee) ; Roupec, Jan (advisor)
The goal of this thesis is to describe the issue of computer game creation and to develop a race game for people connected to the Virtual World using Unity 3D game engine. The first part of this thesis is dedicated to the history of video games, platforms and to describing of development processes and development tools. The next part is about Unity 3D game engine, which was used for creating the game. The resulting application is described in the last part.
Library for Rigid Body Dynamics
Moravčík, Libor ; Janoušek, Vladimír (referee) ; Peringer, Petr (advisor)
This thesis sums up a basic knowledge about rigid body simulations in two dimensional space of computer games.Practical result is a hands-on library written in C++. Collision geometry of rigid bodies is simplified to convex polygons and circles. Multiple bodies can be joined together via a joint. Collision detection is split in to two phases, broad and narrow. Broad phase is implemented using a dynamic aabb tree while narrow phase uses Gilbert-Johnost-Keerthi (GJK) algorithm with Expanding Polytope Algorithm as an extension for detecting collision points between two polygons.
The use of speech output as a way to overcoming barriers to using computers by blind people
Rybák, Petr ; Bubeníčková, Hana (referee) ; Ondrák, Viktor (advisor)
The goal of this work is to show possibilities in developing computer applications without obstacles for their users. The work describes designing a computer version of classical desk board game Scrabble. The result is a description of a way how to create such game that will be ready to be played by blind and visually impaired people without any need of assistance of sighted person.
Scriptable Fight System for Turn-Based Computer Game
Kanich, Ondřej ; Dolíhal, Luděk (referee) ; Husár, Adam (advisor)
This bachelor's thesis deals with creation of fight system and artificial intelligence for it. The goal of this project is to give an opportunity for low-experienced programmers to design and implement their own artificial intelligence. The Project DrdSim is used as a platform for this thesis. Extended fight system of the Dragon's lair (Czech version of D&D) is employed as a model for created system. Artificial intelligence is implemented by DSL, special language of DrdSim platform. An approach of reactive agents is used for artificial intelligence.
Computer Games and the Human Brain
Hanuš, Marek ; Šedrlová, Magdalena (referee) ; Ellederová, Eva (advisor)
Tato bakalářská práce se zabývá problematikou počítačových her a jejich vlivu na lidský mozek. Cílem první kapitoly je popsat základní vlastnostmi lidského mozku a jeho schopnosti, které developeři počítačových her využívají při vytváření her pro jejich cílovou skupinu zákazníků. Druhá kapitola se zaměřuje na lidské emoce a projevy, které developerům pomáhají, aby mohli vyhovět všem potencionálním uživatelům. Dále tato kapitola popisuje, jak mohou developeři prostřednictvím různých herních aspektů, jakými jsou hudba, narativ, grafický design a herní mód, v člověku evokovat určité emoce a donutit je podvědomě vnímat atmosféru hry. V práci je také popsán vliv těchto aspektů na lidské chování. Poslední kapitola teoretické části práce se zabývá závislostí na hrách a s tím spojenou problematikou. Praktická část práce se věnuje dotazníkovému průzkumu, jehož účelem bylo potvrdit nebo vyvrátit tvrzení v teoretické části. Dále poukazuje na genderové rozdíly v průmyslu počítačových her a ukazuje preference respondentů, které by mohly developerům umožnit zdokonalit kvalitu počítačových her.
Third Person Roguelike Game in Unity
Moudrý, Daniel ; Kapinus, Michal (referee) ; Milet, Tomáš (advisor)
The thesis comprises information about the creation of a third-person roguelike computer game in Unity game engine. At the beginning the work explains what the game is about, then the work describes the principles of the games functioning and then the implementation in Unity game engine itself in the C# programming language.
Sentiment Analysis for the Field of Computer Games
Balajka, Pavel ; Otrusina, Lubomír (referee) ; Smrž, Pavel (advisor)
The thesis deals with sentiment analysis extracted from opinions of users on social \mbox{networks}. It describes a general system that was created for presented purpose and specialised on the field of strategic computer games. In particular we unravel the problems of acquiring data from social networks, sentiment analysis and results presentation to the user. We mention particular ways of text processing e.g. tokenization and unnecessary word filtration, for purpose of more effective sentiment analysis and we mention machine learning methods e.g. Decision Trees and Naive Bayes, and their usage. Next we describe design of desired system and its implementation with chosen parts and methods. In the end we compare results of tests of sentiment analyzator done under various circumstances.
Game with Hand Gesture Control
Kartous, Petr ; Zemčík, Pavel (referee) ; Hradiš, Michal (advisor)
This work is focused on controlling the game by using hand gestures. The main part of the work is image segmentation and detection of the hand in picture. For the segmentation of the image are used techniques of skin detection and the background subtraction with adaptive model of the background. Also the methods of mathematical morphology to eliminate the noise from the image and the appropriate methods for transferring images of gestures to characteristic gestures in numerical form are mentioned. In the context of the work was a simple car race game created which is controlled by hand gestures. At the end there was a testing carried out to identify the advantages and disadvantages of used methods of image segmentation and to detect the used hand gestures. There were also several sets of gestures tested by which the game is controlled. The two sets which came out of the test most successfully are applicable depending on the quality of the hand gesture recognition.
Multiagent Support for Strategic Games
Knapek, Petr ; Uhlíř, Václav (referee) ; Zbořil, František (advisor)
This thesis is dedicated to creating a new system with capabilities to create new generic, autonomous strategy computer game controlling elements based on multi-agent systems with social, intelligent decision-making and learning skills. Basic types of strategy games and problems of their playing will be introduced, along with currently used methods of intelligent game AI development. This thesis also presents design and implementation of the new system, working model for a specific game and results obtained while testing it.

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